;
;   CIVILIZATION GAME DATA
;   Copyright (c) 1995 by MicroProse Software
;
;   This file can be altered at your own risk to change
;   the rules of the game.  Keep in mind that altering the
;   contents of this file may cause your game to malfunction,
;   particularly if you use values outside the specified
;   ranges.
;

;
;   Cosmic Principles
;
;   The following numbers control various key rules
;   of the game.  GREAT discretion is advised if you
;   opt to change these.  Values too far out of the
;   expected range can cause the game to behave strangely.
;
@COSMIC
4       ; Road movement multiplier
2       ; 1 in x chance Trireme lost (mod. by Seafaring, Navigation)
2       ; # of food each citizen eats per turn
10      ; # of rows in food box (rows * city_size+1 = box)
10      ; # of rows in shield box
1       ; Settlers eat (govt <= Monarchy)
2       ; Settlers eat (govt >= Communism)
7       ; City size for first unhappiness at Chieftain level
14      ; Riot factor based on # cities (higher factor lessens the effect)
6       ; Aqueduct needed to exceed this size
8       ; Sewer System needed to exceed this size
10      ; Tech paradigm (higher # slows research)
20      ; Base time for engineers to transform terrain (x2)
5       ; Monarchy  pays support for all units past this
5       ; Communism pays support for all units past this
10      ; Fundamentalism pays support for all units past this
0       ; Communism is equivalent of this palace distance.
75      ; Fundamentalism loses this % of science
50      ; Percent shield penalty for production type change
10      ; Max paradrop range
75      ; Mass/Thrust paradigm (increasing slows spaceship time)
5       ; Max effective science rate in fundamentalism (x10, so 5 = 50%)

;
;   Civilization Advances
;
;   Ai Value, Civilized Modifier, Preq1, Preq2, Epoch, Category
;
;     Ai Value = Basic value at which computer players
;                view this advance (used in determining
;                which discovery to pursue, which to
;                acquire during exchanges, and value of
;                gift during diplomacy).
;     Modifier = Modifier to value based on the "civilized"
;                aspect of a leader's personality.  Positive
;                values increase value for civilized leaders,
;                decrease it for militaristic.  Negative
;                values vice versa.
;     preq1, preq2 = Prerequisites
;
;     Epoch = historical period
;             0 = Ancient
;             1 = Renaissance
;             2 = Industrial Revolution
;             3 = Modern
;
;     Category = Knowledge category
;             0 = Military
;             1 = Economic
;             2 = Social
;             3 = Academic
;             4 = Applied
;
@CIVILIZE
Hunting,            4,-2,  nil, nil, 3, 4    ; AFl
Cuneiform Alphabet, 5, 1,  nil, nil, 0, 3    ; Alp
Archery,            3,-2,  Cmp, nil, 3, 0    ; Amp
Charioteering,      4, 1,  Whe, Bro, 1, 3    ; Ast
Warfare,            4,-1,  AFl, Amp, 2, 3    ; Ato
Architecture,       6,-1,  Ind, SE, 3, 4    ; Aut
Agriculture,        4, 1,  nil, nil, 1, 1    ; Ban
Bridge Building,    4, 0,  Cst, SE, 0, 4    ; Bri
Horseback Riding,   6,-1,  nil, nil, 0, 4    ; Bro
Ceremonial Burial,  5, 0,  nil, nil, 0, 2    ; Cer
Astronomy,          5,-1,  Uni, Mys, 1, 3    ; Che
Aristocracy,        4,-2,  Fun, nil, 1, 0    ; Chi
Code of Laws,       4, 1,  Alp, nil, 0, 2    ; CoL
Combined Arms,      5,-1,  Fli, Bro, 3, 0    ; CA
Stone Working,      5,-1,  Cmp, nil, 2, 4    ; Cmb
Fundamentalism,          5, 0,  Too, nil, 2, 2    ; Cmn
Wood Working,       4, 1,  nil, nil,  3, 4    ; Cmp
Bronze Working,     7,-1,  Cmb, nil, 2, 0    ; Csc
Fortress Building,  4, 0,  Eco, Mas, 0, 4    ; Cst
Light Armor,        4, 0,  Csc, War, 2, 1    ; Cor
Currency,           4, 1,  nil, nil, 0, 1    ; Cur
Democracy,          5, 1,  no, no, 2, 2    ; Dem
Siege Warfare,      4, 1,  War, Cmb, 2, 1    ; Eco
Tragedy,            4, 0,  Tac, nil, 2, 4    ; E1
Metallurgy,         4, 1,  Env, nil, 3, 4    ; E2
Engineering,        4, 0,  Whe, Mat, 0, 4    ; Eng
Iron Working,       3, 1,  Csc, nil, 3, 2    ; Env
Body Armor,         2,-1,  E2, Cor, 3, 0    ; Esp
Mining,             5, 0,  Cmb, nil, 2, 4    ; Exp
Horse Armor,        4,-1,  Bro, Esp, 0, 0    ; Feu
Advanced Archery,   4,-1,  Cmp, Cor, 2, 4    ; Fli
Monarchy,     3,-2,  Cer,  CoL, 2, 2    ; Fun
Gold Working,       3, 0,  Exp,  Env, 3, 3    ; FP
Advanced Charioteering,3, 2,  U3, Ast, 3, 3    ; Gen
Partisan Warfare,   4, 1,  Mob, nil, 3, 0    ; Gue
Heavy Armor,        8,-2,  Esp, nil, 1, 0    ; Gun
Relief Art,         4,-1,  Mas, nil, 0, 0    ; Hor
Construction,       6, 0,  Mas, SE, 2, 1    ; Ind
Astrology,          6, 0,  Che, nil, 1, 4    ; Inv
Temple Building,    5,-1,  Cer, Mas, 0, 4    ; Iro
Stone Tombs,        4,-1,  Mas, Cer, 3, 2    ; Lab
Exploration,        4, 0,  Sea, nil,  3, 3    ; Las
Artificial Parks,         5,-1,  Rfg, nil, 1, 0    ; Ldr
Literacy,           5, 2,  Med, CoL, 0, 3    ; Lit
Zoroastrism,        4,-2,  MT, nil, 2, 4    ; Too
Elephant Armor,4,-1,  NP, Feu, 1, 3    ; Mag
Map Making,         6,-1,  nil, nil, 0, 1    ; Map
Masonry,            4, 1,  nil, nil, 0, 4    ; Mas
Bronze Beak,        5, 0,  Met, Csc, 3, 4    ; MP
Mathematics,        4,-1,  Inv, Mas, 0, 3    ; Mat
Persian Cuneiform,  4, 0,  Mas, Alp, 1, 1    ; Med
Naval Warfare,      6,-2,  Sea, War, 1, 0    ; Met
Advanced Mining,    4, 1,  Exp, nil,  3, 4    ; Min
Battle Tactics,     8,-1,  Eco, Fli, 3, 0    ; Mob
Oriental Despotism,           5, 1,  Fun, Too, 0, 2    ; Mon
Monotheism,   5, 1,  Phi, PT,  1, 2    ; MT
Mysticism,          4, 0,  Cer, nil, 0, 2    ; Mys
Scouting,           6,-1,  Bro, nil, 1, 1    ; Nav
Domestication,      6,-2,  Ban,nil,  3, 3    ; NF
Advanced Domestication,3, 0,  NF, Mob,  3, 3    ; NP
Philosophy,         6, 1,  Mys, Lit, 1, 2    ; Phi
Composite Bow,      4,-1,  Fli, Gun, 1, 3    ; Phy
Underground Irrigation,4, 1,  Rfg, Cst, 3, 4    ; Pla
Helmets,            4, 0,  Esp,  nil,  1, 4    ; Plu  (Cst & Pot)
Polytheism,         4, 0,  Cer, nil, 0, 2    ; PT
Pottery,            4, 1,  nil, nil, 0, 1    ; Pot
Postal System,      5,-1,  RR, nil,  3, 4    ; Rad
Paved Roads,        6, 0,  Mas, Bro,  2, 1    ; RR
Diplomacy,          2, 1,  RR, nil,  3, 2    ; Rec
Weaving,            4, 0,  nil, nil, 2, 4    ; Ref
Irrigation,         3, 1,  Ban, Cmb, 3, 1    ; Rfg
Tyrannis,           5, 1,  Fun, nil, 0, 2    ; Rep
Channels,           5,-2,  Rfg, Sea, 3, 0    ; Rob
Mountain Warfare,   6,-2,  Mob, Phy,  3, 0    ; Roc
Statue Building,    4, 2,  Mas, nil, 2, 1    ; San
Seafaring,          4, 1,  Map, nil, 0, 1    ; Sea
Conquest of the World,4, 1,  U1, nil, 3, 3    ; SFl
Emailed reliefs,    3,-2,  Hor, SE, 3, 0    ; Sth
Columms,            4,-1,  Cst, nil, 2, 3    ; SE
The Arts,           4,-1,  Cer, nil, 2, 4    ; Stl
Acting,             4, 1,  Stl, nil, 3, 3    ; Sup
Drama,              6,-1,  Sup, nil, 2, 0    ; Tac
The Creation of the Earth,3, 2,  Too, nil, 1, 2    ; The
Ahura Mazda Cult,   4, 0,  The, nil, 1, 3    ; ToG
Trade,              4, 2,  Cur, nil, 0, 1    ; Tra
Academics,          5, 1,  Mat, Phi, 1, 3    ; Uni
Warrior Code,       4,-1,  Ato, nil, 0, 0    ; War
The Wheel,          4,-1,  Pot, nil, 0, 4    ; Whe
Writing,            4, 2,  Alp, nil, 0, 3    ; Wri
Future Technology,  1, 0,  no,  no, 3, 3    ; ...
PEDIA TECH,         3, 0,  no,  no,  0, 0    ; U1
Horse Nomads,       3, 0,  no, no,  0, 0    ; U2
Spoked Wheel,       3, 0,  Whe, War,  0, 0    ; U3
Sickle Sword,       3, 0,  Csc, nil,  0, 0    ; X1
Scythian Chariots,  3, 0,  U3,  X1,  0, 0    ; X2
Stirrups,           3, 0,  Feu, nil,  0, 0    ; X3
Wooden Shield,      3, 0,  Cmp, War,  0, 0    ; X4
Bronze Shield,      3, 0,  Csc, War,  0, 0    ; X5
Iron Shield,        3, 0,  Env, War,  0, 0    ; X6
Lances,             3, 0,  Gun, nil,  0, 0    ; X7

;
; Above 11 tech slots (U1 to X8) allow you to define your own 
; civilization advances if desired.  Supply the name, the AI 
; value, and the prerequisites.
;
; Then use the "U1", "U2", etc. 
; identifier to incorporate it into the tech chain as a
; prerequisite for other techs, units, city improvements.
;

;
;  City Improvements
;
;   cost(x10), upkeep, preq
;
@IMPROVE
Nothing,                  1,  0,    nil,
Palace,                   10, 0,    Mas,
Barracks,                 4,  1,    nil,
Granary,                  6,  1,    Pot,
Temple,                   4,  1,    Cer,
Market Place,             8,  1,    Cur,
Gymnasion,                8,  1,    Wri,
Courthouse,               8,  1,    CoL,
City Walls,               8,  0,    Mas,
Well,                     8,  2,    Ban,
Paradeisoi,               12, 3,    Ldr,
Fire Temple,              12, 3,    MT,
Academy,                  16, 3,    Uni,
Mass Transit,             16, 4,    no,
Theater,                  10, 4,    E1,
Weavery,                  20, 4,    Ref,
Blacksmith,               32, 6,    X3,
SDI Defense,              20, 4,    no,
Recycling Center,         20, 2,    no,
Smithy,                   16, 4,    Env,
Mine,                     24, 4,    Min,
Goldsmith,                16, 2,    FP,
Post Office,              16, 4,    Rad,
Qanat,                    12, 2,    Pla,
Farms,                     8, 3,    Ban,
Highway,                  20, 5,    RR,
Temple School,             16, 3,   ToG,
SAM Missile Battery,      10, 2,    no,
Coastal Walls,          8, 1,    Met,
Stable,                   32, 4,    no,
Harbor,                   6,  1,    Sea,
Fishing Port,        16, 3,    Sea,
Royal Highway,                  16, 3,    no,
Satrapy,                   6,  2,    Fun,
Repair Dock,            8,  3,    Met,
SS Structural,            8,  0,    no,
SS Component,             16, 0,    no,
SS Module,                32, 0,    no,
(Tributes),               60, 0,    Cur,
Naqsh-i Rustam,           20, 0,    Lab,
Pazyryk Carpet,           20, 0,    Ref,
Persepolis-Susa Route,    20, 0,    Rad,
Skylax' Expedition,       20, 0,    Rob,
Bisotun Inscrption,       30, 0,    Med,
Tomb of Cyrus,            30, 0,    Cer,
Median Wall,              30, 0,    Mas,
Immortals relief,         30, 0,    Sth,
The 7 aristocrats,        30, 0,    Chi,
Herodotos' Travels,       20, 0,    Las,
Teaches of Zoroaster,     40, 0,    Too,
Babylonian Observatory,   30, 0,    Che,
Nearchos' Voyage,         40, 0,    Las,
Mt. Teches,               30, 0,    Roc,
Xenophon's March,         40, 0,    Mob,
Sidon Relief,             40, 0,    Ldr,
Taxilan Monastery,        40, 0,    Phi,
Treasure House,           40, 0,    Tra,
Bosporos Bridge,          40, 0,    Rob,
Sikayauwatish Fortress,   40, 0,    Chi,
Palace of Artaphernes,    30, 0,    Mon,
Royal Highway,            60, 0,    RR,
Asian Mines,              60, 0,    Min,
Manhattan Project,        60, 0,    no,
Apadana,                  60, 0,    Aut,
Silk Route,               60, 0,    Roc,
Avesta,                   60, 0,    ToG,
Persian Legacy,           60, 0,    SFl,

;
; Expiration advancements for Wonders of the World
;
@ENDWONDER
nil,        ; Pyramids
Ldr,         ; Hanging Gardens
Mon,        ; Colossus
nil,        ; Lighthouse
nil,         ; Great Library
nil,        ; Oracle
Roc,        ; Great Wall
nil,        ; Sun Tzu's War Academy
nil,        ; King Richard's Crusade
Dem,        ; Marco Polo's Embassy
nil,        ; Michelangelo
nil,        ; Copernicus
nil,        ; Magellan
nil,        ; Shakespeare
SFl,        ; Da Vinci's Workshop
nil,        ; Bach
nil,        ; Newton
nil,        ; Smith's Trading Co.
nil,        ; Darwin
nil,        ; Statue of Liberty
nil,        ; Eiffel Tower
nil,        ; Women's Suffrage
nil,        ; Hoover Dam
nil,        ; Manhattan Project
nil,        ; United Nations
nil,        ; Apollo
nil,        ; SETI
nil,        ; Cure for Cancer


;
;    Unit Types
;
; until, domain,  move,rng,  att,def  hit,firepwr  cost,hold,  role, preq,  flags
;
; until       = Civ advance which renders unit obsolete
; Move        = Movement rate (spaces per turn)
; Range       = # of turns fuel carried (0 for non-air units)
;
; domain      = Movement domain of unit
:               0 = Ground
;               1 = Air
;               2 = Sea
;
; att         = Attack factor (chance to score hit attacking)
; def         = Defense factor (chance to score hit defending)
; hit         = Hit points (damage x10 which can be taken before elimination)
; firepwr     = # damage points caused per hit scored on enemy.
;
; cost        = Cost (# of shield rows, usually of 10 shields each)
; hold        = # of holds on ship (for carrying units)
;
; role        = AI role (Generally affects the way in
;               which computer players use the unit, but
;               roles >= 5 will actually affect abilities
;               of the unit)
;               0 = Attack
;               1 = Defend
;               2 = Naval Superiority
;               3 = Air Superiority
;               4 = Sea Transport
;               5 = Settle
;               6 = Diplomacy
;               7 = Trade
;
; preq        = Prerequisite advance
;
; "Flags" control special advantages & restrictions.  Not
; all of these flags "make sense" for all types of units
; (paradropping ships, for instance).  Nonsensical variations
; may produce bizarre effects (or worse).  You were warned.
;
;   000000000000001 = Two space visibility
;   000000000000010 = Ignore zones of control
;   000000000000100 = Can make amphibious assaults
;   000000000001000 = Submarine advantages/disadvantages
;   000000000010000 = Can attack air units (fighter)
;   000000000100000 = Ship must stay near land (trireme)
;   000000001000000 = Negates city walls (howitzer)
;   000000010000000 = Can carry air units (carrier)
;   000000100000000 = Can make paradrops
;   000001000000000 = Alpine (treats all squares as road)
;   000010000000000 = x2 on defense versus horse (pikemen)
;   000100000000000 = Free support for fundamentalism (fanatics)
;   001000000000000 = Destroyed after attacking (missiles)
;   010000000000000 = x2 on defense versus air (AEGIS)
;   100000000000000 = Unit can spot submarines
;
;
@UNITS
Nomads,      Exp, 0,  1.,0,  0a,1d,  2h,1f,  4,0,  5, nil, 000000000000000
Settlers,     nil, 0,  2.,0,  0a,2d,  2h,1f,  4,0,  5, Exp, 000000000000000
Hunters,     Cor, 0,  1.,0,  1a,1d,  1h,1f,  1,0,  1, nil, 000000000000000
Warriors,      Cor, 0,  1.,0,  2a,2d,  1h,1f,  2,0,  1, Ato, 000000000000000
Barbarian,     nil, 0,  1.,0,  3a,2d,  1h,1f,  3,0,  1, U1, 000000000000000
Barbarian,     nil, 0,  1.,0,  4a,2d,  1h,1f,  4,0,  1, U1, 000000000000000
Pikemen,      Esp, 0,  1.,0,  2a,3d,  1h,1f,  2,0,  1, Cor, 000010000000000
Barbarian,   nil, 0,  1.,0,  3a,3d,  2h,1f,  3,0,  1, U1, 000000000000000
Aristocrat,     nil, 0,  1.,0,  6a,4d,  1h,2f,  2,0,  1, Chi, 000100000000000
Partisan,nil, 0,  1.,0,  3a,2d,  2h,1f,  5,0,  1,Gue, 000001000000010
Adv. Chariot,Feu, 0,  3.,0,  7a,3d,  2h,2f,  5,0,  0, Gen, 000001000000000
Chariot Archer,nil, 0,  1.,0,  6a,4d,  1h,3f,  4,0,  0, CA, 000000000000000
Armored Chariot,nil, 0,  2.,0,  8a,5d,  3h,2f,  6,0,  0, Feu, 000000000000000
Horsemen, nil, 0,  3.,0,  3a,2d,  2h,1f,  6,0,  0, Bro,  000000000000000
Scout,   nil, 0,  2.,0,  1a,1d,  3h,1f,  5,0,  0, Nav, 000001000000000
Cavalry,     Feu, 0,  3.,0,  5a,2d,  1h,2f,  2,0,  0, Ato, 000000000000000
Heavy Cavalry, nil,  0,  2.,0,  6a,5d,  2h,2f,  3,0,  0, no, 000000000000000
Elephant,     Mag,  0,  1.,0,  6a,2d,  3h,2f,  4,0,  0, NP,  000000000000000
Mounted Archers,nil, 0,  3.,0,  4a,2d,  1h,2f,  4,0,  0, CA,  000000000000000
Cataphract,      nil, 0,  2.,0,  6a,5d,  3h,2f,  4,0,  0, Feu, 000000000000000
Swordsmen,     X6, 0,  1.,0,  4a,2d,  1h,1f,  5,0,  1, X5, 000000000000000
Armored Swordsmen,X7, 0,  1.,0,  4a,5d,  2h,1f,  6,0,  1, X6, 000000000000000
Heavy Infantry,nil, 0,  1.,0, 6a,7d,  2h,1f,  8,0,  1, Plu, 000000000000000
Catapult,     nil, 0,  1.,0,  7a,1d,  1h,2f,  4,0,  0, Eco,000000001000000
Phalanxed Pikemen,nil, 0,  1.,0,  5a,8d,  3h,1f,  4,0,  1, Plu, 000010000000000
Palace Guards,    Sth, 0,  1.,0, 1a,7d,  2h,1f,  5,0,  0, Ind, 000010000000000
Immortals,     nil, 0,  0.,0, 12a,10d,  3h,3f,  16,0,  0, Sth, 000010000000000
Advanced Archers,  Gun, 0, 1.,0,6a,3d,  1h,2f,  6,0,  0, Fli, 000000000010001
Armored Archers,       Phy, 0,  2.,0, 8a,6d,  3h,2f, 9,0,  0, Gun, 000000000000001
Composite Bowmen,   nil, 0,  6.,0, 8a,6d,  3h,3f, 10,0,  0, Phy,  000000001000000 
Armored Elephant,   nil, 0, 1.,0,  8a,4d,  4h,2f,  8,0,  0, Mag, 000010000000000
Axemen,  nil, 0, 1.,0, 3a,2d,  1h,1f, 5,0,  0, Cmb, 000000000000000
Raft,      Sea, 2,  3.,0,  0a,1d,  1h,1f,  4,2,  4, Map, 000000000100000
Sailboat,      nil, 2,  3.,0,  1a,1d,  1h,1f,  4,3,  4, Sea, 000000000000000
Scout Ship,      Met, 2,  3.,0,  3a,2d,  1h,2f,  4,4,  2, Sea, 000000000001000 
War Galley,      MP,  2,  4.,0,  5a,2d,  2h,1f,  5,0,  2, Met, 000000000000000
Trireme,     nil,  2,  6.,0,  6a,4d,  3h,3f,  6,0,  2, MP,  000000000000000
Babylonian ,    U2, 0,  1.,0,  2a,6d,  1h,1f,  6,0,  2, nil,  000000000000000
Archers,      Fli, 0,  1.,0,  2a,3d,  1h,1f,  8,0,  1, Amp, 000000000000000
Chariot,Gen, 0,  2.,0,  3a,1d,  1h,1f, 4,0,  0, Ast,000001000000000 
Armored Pikemen,   X7, 0,  1.,0, 5a,7d, 3h,1f, 8,0,  1, Gun, 000010000000000
Sickle Warrior,    X6, 0,  1.,0, 3a,2d,  1h,1f,  3,0,  0, X1, 000000000000000
Thracian,      nil, 0,  2.,0,  1a,6d,  3h,1f, 16,0,  1, U1, 000000000000000
Hoplite,    nil, 0,  2.,0,  7a,5d,  3h,1f,  5,0,  0, U1, 000000000000000
Akians,  nil, 0, 2.,0, 8a,3d,  2h,1f,  6,0,  0, X7, 000000000000000
Lance Warrior, nil, 0, 1.,0, 2a,10d,  3h,1f, 16,0,  1, X7, 000000000000000
Envoy,     Rec, 0,  2.,0,  0a,0d,  1h,1f,  3,0,  6, Lit, 000000000000010
Diplomat,          nil, 0,  3.,0,  0a,0d,  1h,1f,  3,0,  6, Rec, 000000000000011
Merchant,      Bro, 0,  1.,0,  0a,1d,  1h,1f,  5,0,  7, Tra, 000000000000010
Caravan,      nil, 0,  2.,0,  0a,1d,  1h,1f,  5,0,  7, Bro, 000000000000010
Explorer,     nil, 0,  1.,0,  0a,1d,  1h,1f,  3,0,  0, Las, 000001000000010
Babylonian Warrior,   U2, 0,  1.,0,  3a,3d,  1h,1f,  5,0,  0, nil,  000000000000000
Babylonian Guard,   U2, 2,  4.,0,  1a,3d,  2h,1f,  5,1,  2, nil, 000010000000000  
Camel Rider,    nil, 0,  3.,0,  4a,2d,  1h,1f, 8,0,  0, U1,  000001000000000 
Shepherd,  nil, 0,  1.,0,  1a,2d,  1h,1f,  4,0,  5, U1,  000000000000000
Sheep,  nil, 0,  0.,0,  0a,1d,  1h,1f,  4,0,  0, U1,  000000000000000
Wild Goats,  nil, 0,  1.,0,  0a,3d,  2h,1f,  4,0,  0, U1,  000000000000000
Domesticated Goats,  nil, 0,  1.,0,  0a,1d,  2h,1f,  10,0,  0, U1,  000000000000000
Camel Herd,  nil, 0,  0.,0,  0a,1d,  2h,1f,  4,0,  0, U1,  000000000000000
Armored Horse Archer,  nil, 0,  1.,0,  0a,1d,  2h,1f,  4,0,  5, no,  000000000000000
Elephant Archer,  nil, 0,  1.,0,  0a,1d,  2h,1f,  4,0,  5, no,  000000000000000
Adv. Swordsmen,  nil, 0,  1.,0,  0a,1d,  2h,1f,  4,0,  5, no,  000000000000000

;
; Note: the above 11 unit types (extra land, ship, air, and test units) are 
; available for user defined unit types.  If these units are given prerequisites
; other than "no" they will appear in the game when the specified
; technology is reached.  Use if you want to create your own unit types
; without sacrificing any of the predefined units.  Be sure to define
; the "role" field accurately, so that the computer will understand how
; to make use of the new units in its own civilizations.
;
; There is no requirement that the extra units be used to
; create exactly one of each type; you could create three
; ground units.  But the icons provided are for one of each.
; The 11 extra unit types have default icons provided by the game.
; To actually change the icons is a somewhat more difficult
; task.  The icons are stored in "UNITS.GIF".
;
; Sound effects for these 11 units may be added by providing
; CUSTOM1.WAV, CUSTOM2.WAV, and CUSTOM3.WAV for the extra units and
: Extra1.wav through extra8.wav for the 8 test units.  These should be
; 8-bit, mono, and sampled at 22050hz.
;
; Ideas:
;
; Hovercraft,   nil, 2,  8.,0,  0a,1d,  2h,2f,  7,1,  4, MP,  000000000000000
;


;
;  Terrain
;
;  Movecost, defense,   food, shields, trade,
;        . . .  Irrigate, bonus, #turns, ai-irrigate,
;        . . .  Mine,     bonus, #turns, ai-mine
;        . . .  Transform
;
;   defense = multiply by 50% to get % of normal combat factor defended at.
;       (so 3 x 50% = 150%, meaning a strength 2 unit defends at 3).
;
;  Irrigate/Mine = yes, no, or type of terrain changed to
;  Transform     = Terrain type engineers can transform to
;
;  bonus = # extra production from that change
;
;  turns = # turns for settler to make change
;
;  ai    = Minimum govt level necessary for
;          computer player to want to perform irrigate/mine
;        0 Never
;        1 Despotism
;        2 Monarchy
;        3 Communism
;        4 Fundamentalism
;        5 Republic
;        6 Democracy
;
@TERRAIN
Steppes,    1,2,  1,0,0,   yes, 1, 5, 5,   yes, 1, 5,  3,  Pln,   ; Drt
Plains,     1,2,  2,1,0,   yes, 1, 5, 1,   For, 0,15,  0,  Grs,   ; Pln
Grassland,  1,2,  2,1,0,   yes, 1, 5, 2,   For, 0,10,  0,  Hil,   ; Grs
Forest,     2,3,  1,2,0,   Pln, 0, 5, 5,   no,  0, 5,  0,  Grs,   ; For
Hills,      2,4,  1,0,0,   yes, 1,10, 0,   yes, 3,10,  1,  Pln,   ; Hil
Mountains,  3,6,  0,1,0,   no,  1,10, 0,   yes, 1,10,  6,  Hil,   ; Mou
Salt Desert,4,2,  0,1,0,   yes, 1,10, 1,   no,  0, 0,  0,  Drt,   ; Tun
Wooded Hills,5,4,1,2,1,   Hil, 1,10, 5,   yes, 3,15,  0,  For,   ; Gla
Swamp,      2,3,  1,0,0,   Grs, 0,15, 6,   For, 0,15,  0,  Pln,   ; Swa
Dunes,      6,3,  0,0,0,   no,  0,15, 6,   no,  0,15,  0,  Drt,   ; Jun
Ocean,      1,2,  1,0,2,   no,  0, 0, 0,   no,  0, 0,  0,  no,    ; Oce
Camels,     1,2,  1,0,0,
Sheep,      1,2,  2,2,2,
Grassland,  1,2,  2,1,0,
Deer,       2,3,  3,2,1,
Coal,       2,4,  1,2,0,
Goats,      3,6,  2,1,1,
Quicksand,  8,1,  0,0,0,
Cotton,     2,2,  0,2,4,
Peat,       2,3,  1,4,0,
Stone,      2,3,  0,3,2,
Fish,       1,2,  3,0,2,
Horses,     1,2,  2,1,4,
Wheat,      1,2,  3,1,0,
Grassland,  1,2,  2,1,0,
Pheasant,   2,3,  1,2,3,
Wine,       2,4,  1,0,4,
Iron,       3,6,  0,4,2,
Animals,    1,2,  4,1,3,
Wood,       2,2,  2,4,1,
Spice,        2,3,  0,2,0,
Gravel,     6,5,  0,2,0,
Whales,     1,2,  2,2,3,




@GOVERNMENTS
Anarchy,        Mr.,         Ms.
Tribe Community,Chief,     Chief
Oriental Despotism,Emperor,Empress
Fundamentalism,Magian,Magian
Monarchy,Great King,Great Queen
Tyrannis,Tyrant,Tyrant
Democracy,      Strategoi,Strategoi

;
;   Leaders
;
;   leader, female, color, style, plural, adjective, ...
;           ...attack, expand, civilize, ...
;           ...govt, male, female...<repeat>
;
;   female:     0 = male           1 = female
;
;   color:  Color set (1 - 7)
;   style:  City style (0 - 3)
;           0 = Bronze Age
;           1 = Classical
;           2 = Far East
;           3 = Medieval
;
;   attack:     1 = aggressive    -1 = rational
;   expand:     1 = expansionist  -1 = perfectionist
;   civilize:   1 = civilized     -1 = militaristic
;
;   govt = government type for name replacement (0 = Anarchy, 6 = Democracy)
;
;   male, female = titles for leader of government
;
@LEADERS
Wiwana,       Tomyris,             0, 1, 1, Saca,        Saca,       0,  1,  1,     1, Dictator, Dictator, 2, Imperator, Imperatrix
Hammurabi,    Artystone,           0, 2, 0, Asians,      Asian, -1, -1,  1,
Frederick II, Maria Theresa,       0, 3, 3, Germans,     German,        1, -1,  1,     4, Archbishop, Archbishop, 6, Chancellor, Chancellor
Dadrshish,    Roxane,           1, 4, 0, Bactrians,   Bactrian,    0,  0,  1,     1, Pharaoh, Pharaoh, 2, Great Pharaoh, Great Pharaoh
Abe Lincoln,  E. Roosevelt,        0, 5, 1, Americans,   American,   -1,  0,  1,     4, Reverend, Reverend, 5, Speaker, Speaker
Skunxa,       Parysatis,           1, 6, 1, Scythians,   Scythian,       0,  1, -1,     6, Prime Minister, Prime Minister
Bimbisara,    Phaidime,            0, 7, 2, Indians,     Indian,     -1, -1,  0,     2, Maharaja, Maharaja,
Lenin,        Catherine the Great, 1, 1, 3, Russians,    Russian,     1,  0, -1,     2, Czar, Czarina, 4, Patriarch, Matriarch
Shaka,        Shakala,             0, 2, 0, Bantus,       Bantu,       1,  0,  0,
Louis XVI,    Joan of Arc,         0, 7, 3, French,      French,      1,  1,  1,     4, Archbishop, Archbishop, 6, Premier, Premier
Montezuma,    Nazca,               0, 4, 0, Aztecs,      Aztec,       0, -1,  1,
Mao Tse Tung, Wu Zhao,             0, 5, 2, Chinese,     Chinese,     0,  0,  1,     3, Chairman, Chairperson
Henry VII, Elizabeth I,     0, 2, 3, English,      English,      0,  1,  0,     4, Lord Protector, Lady Protector, 6, Prime Minister, Prime Minister
Genghis Khan, Bortei,              0, 7, 0, Mongols,     Mongol,      1,  1, -1,
Pakal,    Saek-K'uk',            1, 1, 0, Mayas,       Maya,     -1,  1,  0,     4, Druid, Druid
Tokugawa,     Amaterasu,           0, 2, 2, Japanese,    Japanese,    1, -1, -1,     2, Shogun, Shogun, 6, Prime Minister, Prime Minister
Asytages,     Damaspia,            1, 5, 3, Medians,Median,     1,  1,  0,     1, Warlord, Warlord
Philip II,    Isabella,       0, 4, 3, Spanish,     Spanish,    -1,  1, -1,     4, Emperor, Empress
Achaimenes,   Atossa,        0, 5, 0, Persians,    Persian,     0, -1,  0,     2, Shah, Shah,  4, Ayatollah, Ayatollah
Hannibal,     Dido,                0, 6, 1, Carthaginians, Carthaginian, 0,  0, -1,
Atawallpa, Cusi Chimpu,           0, 7, 0, Incas,  Incan,       0,  0,  0,     1, Inca, Inca, 2, Great Inca, Great Inca

Saladin,    ...,     0, 5, Arabs,       Arab,        1,  0,  1,     4, Ayatollah, Ayatollah, 2, Sultan, Sultana
Atawallpa,  ...,     0, 1, Incas,       Inca,       -1,  1,  1,



;
;   Trading Commodities
;
@CARAVAN
Hides,
Wool,
Beads,
Cloth,
Salt,
Coal,
Copper,
Dye,
Wine,
Silk,
Silver,
Spice,
Gems,
Gold,
Oil,
Uranium,


@ORDERS
Fortify,            F
Fortified,          F
Sleep,              S
Build Fortress,     F
Build Road,         R
Build Irrigation,   I
Build Mine,         m
Transform,          O
Clean Pollution,    p
Build Airbase,      E
Go to,              G


@DIFFICULTY
Chieftain
Warlord
Prince
King
Emperor
Deity

@ATTITUDES
Worshipful
Enthusiastic
Cordial
Receptive
Neutral
Uncooperative
Icy
Hostile
Enraged













